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Sszl

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Everything posted by Sszl

  1. I've had similar experiences both with converters and enhancements I've made from recipes. I have no explanation. It seems like something is going on but I'm not clear on exactly what it is. Here's another example of one of my toons having enh's that just won't sell but I can sell on other toons, if I cancel and relist at the same price on the toon with this listing, it usually starts to work. It seems random or at least, I don't understand the pattern. I have 6 of these up for sale, all at 2m list price, all old orders - only one order older on this toon, so I would guess these are 2 or 3 weeks old, maybe older. Edit to add 2nd screen shot from a few minutes later: One more screen shot - different enh. This one is an old order, again maybe 2 weeks+. I've sold several of the same item on newer orders even on this same character at the same price. But this old one won't process:
  2. Tested as suggested. before making bid offer, I had 1 lvl 25, 3 lvl 22 and 1 lvl 24 all at 800k - all old orders. Also on another character had 3x 21's, and 1x 22 at 1m, also all old orders. Verified no sale orders for that item(of any level) on 3rd character and placed orders at 799,999 as shown here: Did not receive any sales from AH. Waited 5 minutes and placed another one at 800k. This one executed immediately: Logged back on to selling character and it looks like my order at 800k bought from this character. So I think that verifies there weren't any orders below 800k. Second test - placed new buy order at 1m for the same item - still on character that doesn't have any for sale: This test also filled immediately, and looks like it took it from one of my 800k sales orders. so I guess it could all be coincidental and it may be working right. Just seemed odd to watch it not process and see higher bids complete for a long time (all before the fix today though, so display could have been wrong), then still see what appeared to be the same behavior today. I'll watch it a few more days to see if it seems to happen any more. Thanks for the suggestion on how to test.
  3. Definitely can tell a difference after the patch today. Seeing tons (over 100 so far) of examples where I can now see that the price I placed on a sell order is way off what they are really selling at. Thanks for the fix today. I am still seeing some examples where it looks like my orders don't process at all though. Here is an example (I have more if needed): Sell order This is an old order that I have been watching not process before the fix today. From what I can see post-fix there are still orders processing at higher prices on these but these never get executed. I have previously taken them down, and put them back up at the same price and then they process. I'm leaving a few orders up to monitor and in case the devs need any examples to check. Thanks.
  4. Question on the restriction mentioned - does the AH limit buying a recipe and selling the finished enhancement on the same character, or does it recognize the recipe and the finished enhancement are different items?
  5. Thanks, I wasn't aware. I am sure I have cases where I have buy and sell orders on the same items (at different prices) for the same character. I'm unclear why that is restricted, but it seems that it is based on what you have both said. If that's intentional, I can adjust how I use the AH.
  6. Can you expand on this? I have seen cases where I have a buy order in for a specific item at one price and neither order seems to process (only sometimes, not consistent) - maybe 500,000 influence, and sell orders on the same item - maybe 2,000,000 influence. Are you saying that having both of those orders active is an issue somehow? How would that "cancel each other out"?
  7. I think I am seeing more frequent displays showing that orders aren't processing correctly (unless the display data is getting worse and it's just a display issue). I screenshotted 12 examples of sell orders today on Torchbearer where there were commonly sales completed higher than my sales prices. All of the examples I checked were for sales orders placed days before the patch/change this week. If it's helpful I could post lots of examples. Here's one to illustrate that shows all 5 of the orders completed today were 1 million+ higher than my sell order. I guess it's possible there are a ton of orders in at 2 million that are older than mine. I think its more likely the data displayed is just not correct. Update, I looked at the item from the Attuned Enhancement / Pet Damage / Commanding Presence category, and I'm seeing different results than when I clicked on it from my Selling list: And again if I changed the Bid to 1 and click the item on the list on the left again - exact same item, just a different bid amount before I click it, same character, still Torchbearer, within 2 minutes of the last click: I'm thinking these results can't all 3 be correct right? Any insights anyone can share? Thanks.
  8. I spoke too soon. I am seeing this issue less, but it still happens. It was very frequent before today's change. And I've only seen it once today after clicking on about 30 items so far. Here's an example from just now on Torchbearer. Got one result set displayed, then it changed after a few seconds to a different set of values. I wasn't fast enough to screen grab the first display, but it had values in the 1m+ influence, and this one is 200k on all records:
  9. I see the patch notes are up and the devs made a change to the AH process noted here: Retested on Torchbearer for Fortunata IOs and Recipes. I'm seeing faster response than before this change and I'm not seeing the initial display/blank display for a few seconds/different display issue I was seeing before this change. I'm still seeing examples where my orders that are for higher buy prices than the prices shown in the display were not executed, but the lower price order was. See screen shot: This makes me think that either: This is a display issue that persists after the changes made to live today OR This is an actual issue with order processing where higher buy prices orders are not executed consistently Thanks for the fixes today, devs. Looking forward to more changes.
  10. Tested some of the Fortunata attuned io's and their recipes on Brainstorm just now. I added some Armageddon recipes as well after seeing the results from Fortunata. Results are different in some ways but similar in others than Torchbearer / live: Attuned IOs - for all of these examples - less than 2 seconds to display results the first time I clicked on it for most of them. 1 was less than 5 seconds and one was over 30 seconds. Subsequently clicking on the same items instantly shows the same results. Results did not clear/flash and re display with different results like it does on live. Fortunata Hypnosis: Chance for Placate Fortunata Hypnosis: Recharge Accuracy Fortunata Hypnosis: Sleep Duration (took about 5 seconds to display initially) Note that this is the only one of the 6 IOs that have any items showing in the For Sale or Bidding stats in the lower left of the display in the AH. All the others showed 0 / 0. Fortunata Hypnosis: Sleep Duration/Endurance Reduction Fortunata Hypnosis: Sleep Duration/Recharge Fortunata Hypnosis: Sleep Duration/Recharge/Accuracy Armageddon: Chance for Fire Dam - less than 2s to display. No flash to blank / no change to display different results. 3 for sale, 0 bids Armageddon: Dam/End reduction - less than 2s to display. No flash to blank / no change to display different results. 3 for sale, 0 bids Armageddon: Dam/Rech - Over 30 seconds to display results. 1 for sale, 0 bids Armageddon: Dam/Rech/Acc - less than 2s to display. No flash to blank / no change to display different results. 1 for sale, 0 bids Armageddon: Damage - less than 2s to display. No flash to blank / no change to display different results. 2 for sale, 0 bids Armageddon: Rech/Acc - less than 2s to display. No flash to blank / no change to display different results. 5 for sale, 0 bids Recipes: Only the first one displays results on the recipes for the Fortunata's. All 5 of the others don't display results, even if I click on them multiple times and even if I wait 1 minute per click. Two of those had an item of that type for sale, and three didn't. Note - retested this again after I finished typing up my notes, about 10 minutes later, and response is different - now seeing results on those within 2-5 seconds. Fortunata Hypnosis: Chance for Placate - less than 2 seconds to display, and subsequent clicks provided same results instantly. 0 for sale / 0 bids. No change on retest 10 minutes later Fortunata Hypnosis: Recharge Accuracy - never displayed results. 1 for sale, 0 bids. Did load on retest 10 minutes later, sub 2 seconds Fortunata Hypnosis: Sleep Duration- never displayed results. 0 for sale, 0 bids Did load on retest 10 minutes later, sub 2 seconds Fortunata Hypnosis: Sleep Duration/Endurance Reduction- never displayed results. 0 for sale, 0 bids Did load on retest 10 minutes later, sub 2 seconds Fortunata Hypnosis: Sleep Duration/Recharge- never displayed results. 1 for sale, 0 bids Did load on retest 10 minutes later, sub 2 seconds Fortunata Hypnosis: Sleep Duration/Recharge/Accuracy- never displayed results. 1 for sale, 0 bids Did load on retest 10 minutes later, sub 2 seconds Armageddon: Chance for Fire Dam - never displayed results. 1 for sale, 0 bids. Did load on retest 10 minutes later, sub 2 seconds Armageddon: Dam/End reduction - never displayed results. 0 for sale, 0 bids. Did load on retest 10 minutes later, sub 2 seconds Armageddon: Dam/Rech - never displayed results. 0 for sale, 0 bids. Did load on retest 10 minutes later, sub 2 seconds Armageddon: Dam/Rech/Acc - never displayed results. 0 for sale, 0 bids. Did load on retest 10 minutes later, sub 5 seconds Armageddon: Damage - never displayed results. 0 for sale, 0 bids. Did load on retest 10 minutes later, sub 2 seconds Armageddon: Rech/Acc - never displayed results. 0 for sale, 0 bids. Did load on retest 10 minutes later, sub 2 seconds Just testing what I can while the servers are down. My observations on Brainstorm: I think the database on Brainstorm is different than the one on the live servers, so I expected to see some variation in results. I was a little surprised to see what was consistent and what wasn't. It's very interesting that different item types give different results. Attuned IOs behaved differently that Recipes for those IOs. That seems to support there could be issues at the data value level that is affecting system behavior and performance. i.e. code that looks at values in the database and changes the search and display behavior based on those values. In this case, the item types. It's interesting that the delay to display initially is still up to 5 seconds on Brainstorm for items that do have history. I expected it to be faster, since it's probably a smaller database. It's also interesting that I can't reproduce the behavior of seeing an item's results near instantly, then blank results for a few seconds, then different results on brainstorm that we have reported from live servers. It's interesting that testing an item once upon log on to server and loading the AH gives different results than if I test them again after waiting 10 minutes after logging on. This makes me think something with the database indexes, or caching if that is used in this solution. I'm thinking it is more likely that there is something there at the database level given the different results just from waiting after logging on. Maybe just try running stats / reindexing the database to see if that helps? I'm not sure what else we as players can do at this point. I think we need some guidance from the devs - i.e. do they know about this already and it's a known issue? Do they need us to do more testing or clarify / document what we are seeing? I guess we could continue testing whatever occurs to us to test, but I would think the devs providing some guidance on the specifics they need tested would be more effective in determining root cause of what has been reported. Thanks.
  11. Thanks for sharing. I had seen 2 of the 3 resources that you posted, but I don't see how to see the population there, only up or down status. I did find this link on the forums just now - is this the same as your screen image? https://forums.homecomingservers.com/status/ Servers are down for maintenance so it shows only 0's right now.
  12. What times were you testing? I can try to test at the same times of the day and see if that changes my results. I have tested many times a day all day with my online times being between 4am-9pm central time, US. I don't know how to see the server population at those times. Can we see that as players, or can only the devs see that? Thanks.
  13. Thank you for providing examples. It looks like you are getting the same behavior we reported when you test the same items. I think I understood from the thread that AboveTheChemist posted that there are some item level relationships that may not be right, so I'm thinking the issues could be item specific (possibly). Lots of disclaimer there - I can't know what the system is doing under the covers - just report the behavior we see. I can pretty easily reproduce and can provide more items where I see the issues if that is helpful.
  14. I have a limited understanding of all the changes made in the last maintenance, but I think it's likely there was more than one change. I saw posts about AH database maintenance, other posts about infrastructure changes, all the game changes made in the latest issue, etc. So it may not be possible or desired to back all of that out. Also, there is likely a lot we don't know to determine if backing out is the correct next step or if they need to fix-forward. Maybe first step is for devs to respond on if this (the AH issues reported in this thread) is a known issue or not. And if it's not, what they need from volunteer testers to document testing results to inform their future changes. If the devs do need player testers, then I think we would want testers that have experienced the issues and those that don't, that all testing be on the same items, and ideally on the same servers at the same times. If the devs confirm they need our help in testing/documenting AH behaviors around the issues reported, I would be willing to dedicate some time to help document the test cases, examples, test steps and test results if others are interested in working together to help test this more thoroughly.
  15. If you are seeing different behavior than those of us posting here, I would think that means something is different between what you are doing and what we are. I have posted screen shot examples above where it's not working as expected and the older thread re-posted by AboveTheChemist had many examples with screen shots. Have you tried looking at any of those examples and seeing what you see in game? If yes, what are your observations? Including screen shots might help us understand. If you don't have time to re-test our examples, then maybe you could post some examples that worked as expected for you so we can see if we have any issues with those examples. Saying you have a different experience is helpful. But being specific about what works and what doesn't will help the devs understand a lot better. Thanks
  16. Thanks. Would more or different examples be helpful? I wasn't aware that there was a known bug for this specific item.
  17. I'm seeing issues with the AH too. I see the issue the OP reported here a lot - almost every time I try to hit Find. I also have seen that the AH does not seem to process my orders sometimes, Note that the inconsistent processing of orders could possibly be related to some of the orders being placed before the big AH maintenance recently. Question - are the processing rules used by the AH documented anywhere? I've looked but haven't found them. I think from what I have seen that if there are several buy orders at a price point, then the oldest one will win the item if if it is listed to sell at or below that price. It seemed to work this way consistently before the ah maintenance Now after the ah maintenance, I can't see a pattern. It's inconsistent which may be complicated by the display data latency issues reported in this thread, so it's difficult to know what is really happening. Examples: Both Buy and Sell orders from before the maintenance on the AH database - just seem to never process, although I see other buy orders at lower prices get filled. I've seen this several times. If I remove the order and place it again now, it seems to start working again. I don't know how to verify if this is happening all of the time or only some of the time. Most common was my sell orders for Enhancement Converters and for crafted enhancements. I had a bunch up to sell that never sold until I took them down and relisted them at the same price point, then they sold within a day or so. I had noticed many times that other orders sold at that price point. Again, no way to know if my orders were just newer than the ones that sold, if this was just a display bug, etc. As I had several orders for the same items at the same price point across multiple characters, I took down some of the orders and relisted them. The relisted ones would sell, but the older ones did not for the same price point. Both Buy and Sell orders from after the maintenance are inconsistently processed. See example pasted below. All of the above could also be data display latency as the OP in this thread posted too - I don't know how to verify if what is displayed is actually what is in the AH database Example this morning - order placed a few days ago, but after the AH maintenance - shouldn't my order for 1m have filled before those last 3? Thanks for any help.
  18. Good morning. My suggestion: I would love a way to add specific badges progress to the screen somehow similar to the way you can select one stat from the powers/combat attributes/monitor when you right click there. I like the small little display of the stats, for example that I can drag around on the screen wherever I want it, resize the displayed stat, etc.. I would rather not have to keep the whole badge window open and have to navigate around it to find the 2 or 3 badges I would like to monitor progress on. Make sense? Thanks for any thoughts or questions. Note that I was able to find one suggestion that seems similar from searching the forums - post from 2021. This one was suggesting a specific implementation of something called Badgemonitor in game. I saw where someone on the game council responding that the implementation suggested wasn't easily done. Since it has been over 3 years since this was posted, I thought a resurface without specifying "how" to do it might be re-considered by the dev team. Thanks.
  19. The update on Sleep Grenade looks good to me. I retested on RC2 and confirmed that I can see containment damage with attacks immediately after using Sleep Grenade. This wasn't happening in RC1, but other testers had confirmed that if you waited up to 3-4 seconds before the second attack then you did get Containment damage. I see the right messages and extra damage now immediately with no wait required. Also, love the updates to the logging to show Containment procs. Makes testing it really easy. My testing was for the Controller AT only, and I was testing Containment damage for Sleep Grenade, Tranquilizer and Cryo Freeze Ray. Thanks!
  20. I haven't seen this posted before so sharing my feedback on some potential bugs with Arsenal Control interaction with Containment when using the new power set: Test Scenario: Confirm Containment inherent bonus damage works correctly for Arsenal Control powers Sleep Grenade and Cryo Freeze Ray. Archtype: Controller Power Set: Arsenal Control Powers Tested: Sleep Grenade, Cryo Freeze Ray and Containment (Inherent power) Summary: From my testing it seems that Sleep Grenade is either not actually applying Sleep status to targets, or is not interacting with Containment correctly as no other powers tested had extra damage from Containment following Sleep Grenade. Steps to reproduce: Character created with Arsenal Control set on a Controller archtype. Choose both Sleep Grenade and Cryo Freeze Ray powers by level 3. This is so you have access to both Sleep and Hold effects as well as a secondary Controller power to use for damaging the target when it is Contained. Find a group of same/similar targets - I used Blood Brother Brawlers and similar of the same levels in Atlas. Use Sleep Grenade and confirm visually that targets are asleep Bug #1: Shouldn't Sleep Grenade post a message in the combat chat messages that the target is in Sleep status? It does not post this message. Other powers do this, such as Poison Gas Arrow (as shared with me by another helpful community member earlier) Bug #1a: Is Sleep Grenade actually applying Sleep status? If not that would explain Bug #1 above and require a different fix. Edit to add update - tested again, this time using Power Analyzer per another community member's suggestion and confirmed that Sleep Grenade is applying Sleep Status Effect - it's just not sending the chat message confirming that, so it may also not be actually causing Containment. If it's not actually causing Containment that would explain why following attacks do not get the inherent Containment bonus damage after Sleep Grenade is used. Use Cryo Freeze Ray to damage a target that is in Sleep status Bug #2: Never see an extra damage message from Cryo Freeze Ray to indicate a Containment damage effect on the target that appears to be in Sleep status Use Cryo Freeze Ray to Hold a target, then Cryo Freeze Ray again to damage that target with status Hold, and confirm that I see Containment work. Results: Passed. So Containment does seem to work for Hold effects at least for Cryo Freeze Ray as both Hold and Damage initiator. See Cryo Freeze Ray messages at these time stamps in log file (attached): 2024-02-14 09:41:22 Use Sleep Grenade to establish Containment with Sleep status on targets. Test if non-control power sets apply Containment damage. (this is to test if the issue is with the new powers or any powers that should interact with Containment - need to confirm if all damage from the controller will get the Containment bonus, or if only control type powers that do damage get the bonus) Bug #3: If all damage done by Controllers are affected by Containment, then there is a Containment bug as I am never seeing Blackwand get extra damage messages on targets in Containment status If only control type powers give Containment bonus damage by design, then can ignore this section as educational only for me. I thought it applied to any damage done by a Controller, but it may only apply to Controller damage from Controller powers (so not prestige, incarnate, epic pools, etc. maybe). Might be worth adding a cosmetic bug to update the in game description for Containment to clarify which powers are affected by Containment when/if the devs ever run out of anything else to do. Or not. 🙂 Long write up that's hopefully helpful. In short - Sleep Grenade does not seem to cause Containment for either control powers following it like Cryo Freeze Ray, or for non-Control powers like Blackwand. Questions welcome. Thanks! Edit to attach log file. chatlog 2024-02-14.txt
  21. Is this the right post to check for updates on resolution / response to player submitted support tickets related to this issue? I haven't seen any ETA for responding to the player submitted tickets, and was wondering if there is an ETA? Thanks!
  22. I think this is a great post from CPH and directly addresses at least my core questions about this set, as well as the dev's intended communication style. On the set and my perception of a gap for Controllers specifically: Given that controllers have an inherent bonus for extra damage for immobilized targets, I don't understand the lack of any area immob on this set. I can understand wanting different capabilities in a new set, but this seems inconsistent with the original design of controllers since they have that inherent bonus. I would guess dominator is ok since it's damage is not based on that containment bonus. controller design and inherent buff seems inconsistent with this new power set in its current state to me since that inherent bonus is dependent on having the targets immobilized/held/sleep/disoriented. I'll have to defer to more experienced players for the dominator performance. I think almost every other control set either has containment / immob aoe's, or they have a compensating feature, like illusions phantom army, as someone else mentioned. I just haven't heard what the compensating feature is for this new power set, or if the aoe immob is an oversight / miss early in the development. It's not on live yet, obviously so everything can change. Although it's very close I suppose since the release candidate is loaded on Beta. Many players on here are far more experienced that I am, and I am prepared to have devs, players or both disagree with me. I've just spent some time trying to distill the various points of view to help me understand if the new power set has gaps, or is just a difference in design philosophy. My conclusion is that for Controllers specifically, the lack of any comparable area containment powers, or other compensating features, make this set uniquely undesirable for Controllers, specifically due to no ability to access their inherent bonus (at least in solo play). I do know the new set has a couple of single target immobs, as do the other power sets, but I don't think that compensates enough for the lack of any area immobs for Controllers to access their inherent bonus. (EDIT to correct. This set does not contain any single target immob's. I was referencing what the devs have confirmed was a documentation error in the patch notes when I said this. This documentation error has been corrected since I posted this) On communication style - I like to hear about product vision on non-game software products, so I was one of the people asking for vision here, but I can understand your desire to see players reactions first. So some props for being straight forward in responding to that feedback. I'd still like to know what the vision is for the game and for all new features, but can respect your choice. Thanks again for a great and direct communication - this helps me at least, and I hope others in the community.
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